Defensive Maneuvers. When moving away from a target, all attacks are made against Commander Errond at disadvantage.
All Power to Rear Shields. All damage recived from rear attacks are halved until all temporary hit points are depleted.
E-11. Ranged Weapon Attack: +2 to hit, range 10/840 ft., 1 target. Hit: 12 (3d6 + 2) [Piercing] damage.
Short Jump. When needed Commander Errond can call for a short emergency jump, (the time it takes to jump and recharge is determined by the ship and its hyper drive.
Description
Commander Errond was a blockade, and station defense commander. His tactics employed many light and fast ships much like corvettes and frigates. He often baited smaller ships into combat and lead them into allied rich environments, effectively breaking down enemy combat strength. However, he often fled from combat that he did not have a clear advantage in. Some considered him a coward, but his mission failure rate, and casualties were the lowest among his peers.
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